Dear Tindolos

Talk about Battlefleet Gothic: Armada here!
MYNAME?
Posts: 881
Joined: 19 March 2016, 18:39
Contact:

Dear Tindolos

Postby MYNAME? » 20 May 2016, 06:08

Could you guys make MWJ a little less useless next patch? Pretty please with sugar on top :D.

It is impossible to use when ANY ships are around.

You might as well tank the incoming ork ram if you are trying to scan for a viable jump zone. (you need enhanced augers to even have a slight miniscule chance to use this ability)

Easy fix allow jumping close to your own ships but not enemies.

wowu56
Posts: 25
Joined: 14 March 2016, 10:40
Contact:

Re: Dear Tindolos

Postby wowu56 » 20 May 2016, 11:50

I hope that there's spatial indication to show the available area for MWJ.
Now I feel that I couldn't use MWJ effectively without turning on TC to do a trial-and-error for the entire circle radius to find a right spot to jump.

User avatar
Superchibisan
Posts: 72
Joined: 14 March 2016, 17:27
Contact:

Re: Dear Tindolos

Postby Superchibisan » 21 May 2016, 01:59

Yeah I don't take much MWJ anymore, its just too useless in a good fight. When i AM using it, its only to run away and only after I've cleared out of the other ships.

MYNAME?
Posts: 881
Joined: 19 March 2016, 18:39
Contact:

Re: Dear Tindolos

Postby MYNAME? » 21 May 2016, 07:09

wowu56 wrote:I hope that there's spatial indication to show the available area for MWJ.
Now I feel that I couldn't use MWJ effectively without turning on TC to do a trial-and-error for the entire circle radius to find a right spot to jump.


You can warp jump anywhere close to the ship jumpinh. But if your running in a formation with a couplr other ships and enemies coming at you ...you are screwed.

User avatar
angelshard
Posts: 163
Joined: 26 April 2016, 21:26
Contact:

Re: Dear Tindolos

Postby angelshard » 21 May 2016, 08:17

Problem is that if they take it back to 1500 interdiction range mwj will be too good again.

User avatar
Ashardalon
Posts: 568
Joined: 12 April 2016, 12:53
Contact:

Re: Dear Tindolos

Postby Ashardalon » 21 May 2016, 08:24

2.5k? allows you to still jump if your deck is broken
i still like the ability and can still use it effectivelyso i dont really think it needs it but i wouldn't mind a small buff but 1.5k was to powerful for orks

User avatar
angelshard
Posts: 163
Joined: 26 April 2016, 21:26
Contact:

Re: Dear Tindolos

Postby angelshard » 21 May 2016, 09:57

Not just for orks. It was close to a must have on nearly every ship in the game. It was, and in some instances still is, a get-out-of-jail free card. You could avoid almost every trap and bad maneuver in the game with it.

As it is now it's still a powerful ability if you run with just a few ships. And it works great for defensive actions. True it can be countered with escort swarms and augur disruptor, but I don't have a problem with that.

Honestly I think the only adjustment needed is a better indicator of where you can jump to.

User avatar
Ashardalon
Posts: 568
Joined: 12 April 2016, 12:53
Contact:

Re: Dear Tindolos

Postby Ashardalon » 21 May 2016, 10:22

Honestly I think the only adjustment needed is a better indicator of where you can jump to.

jep like indicating the area you can jump to instead of showing where you cant although that could be used against people running silent especially for an emperor main issue im having with it is that it seems to be really fragile in relation to lag, as soon as the connection becomes less than ideal getting it to face were you want it is... bad so jump into torpedo-ram is just a mess sometimes

Pile_O_Gunz
Posts: 87
Joined: 31 March 2016, 20:28
Contact:

Re: Dear Tindolos

Postby Pile_O_Gunz » 21 May 2016, 10:58

They nerfed it unfairly. It's heavily weighted towards defenders now and still Op in that use case.
They should make it warp you randomly within a large radius. Easier to use and less op.

MYNAME?
Posts: 881
Joined: 19 March 2016, 18:39
Contact:

Re: Dear Tindolos

Postby MYNAME? » 22 May 2016, 08:37

angelshard wrote:Not just for orks. It was close to a must have on nearly every ship in the game. It was, and in some instances still is, a get-out-of-jail free card. You could avoid almost every trap and bad maneuver in the game with it.

As it is now it's still a powerful ability if you run with just a few ships. And it works great for defensive actions. True it can be countered with escort swarms and augur disruptor, but I don't have a problem with that.

Honestly I think the only adjustment needed is a better indicator of where you can jump to.


Yeah that would be great. Im not saying improve the interdiction range to jump near enemy ships. if your in a scramble cool. MWJ is useless. but when your some distance away friendly ships really shouldnt screw you over if you are trying to avoid ramm, tractor taunt spam etc etc.


Return to “General Gameplay Discussion”

Who is online

Users browsing this forum: No registered users and 8 guests